

Vulkan Officially Released - No Mac Support
#41
Posted 28 February 2018 - 05:36 AM
The hardware situation remains uncertain due to the push for thin and long waits between revisions. The option of external GPUs may help overcome this to some degree.
Unknown is the effect of the 32-bit purge - will titles get patched or will work arounds appear? It may also kill off WINE on Macs which removes a way of getting access to many classics.
Both consoles have recent updates so should present a reasonably static target hardware level for game developers today so Macs that can offer this level of gaming performance should be OK for a while I would guess. Also the currency miners have put GPU upgrades out of reach for many average PC gamers so the rate of progress there may be slower until (or even if) this can be resolved.
#42
Posted 28 February 2018 - 05:59 AM
mattw, on 28 February 2018 - 05:36 AM, said:
"We do what we must, because we can."
"Gaming on a Mac is like women on the internet." — "Highly common and totally awesome?"
#43
Posted 28 February 2018 - 09:18 AM
G_Player, on 28 February 2018 - 02:22 AM, said:
Is there more hope now?
iMac 2011, quad 3,4Ghz i7, 1TB Samsung EVO 840, 8GB RAM, 2GB Radeon 6970m. + 2016 Macbook m3 + iPad 2 64GB + iPhone 4S 64GB + Girlfriend + Daughter
#45
Posted 28 February 2018 - 10:34 AM
Spike, on 28 February 2018 - 10:33 AM, said:
MacBook Pro (13-inch, Late 2016, 4 TBT3) — 3.1 GHz i5-6287U | Iris 550 | 16 GB RAM | 512 GB Flash | Space Gray
iMac (27-inch, Late 2012) — 3.4 GHz i7-3770 | GTX 680MX | 8 GB RAM | 1 TB Fusion Drive
iMac (Flat Panel) — 700 MHz PPC 7450 (G4) | GeForce2 MX | 640 MB RAM | 40 GB HDD
iMac (5 Flavors) — 333 MHz PPC 750 (G3) | ATI Rage Pro | 512 MB RAM | 6 GB HDD | Tangerine
iPhone X — 256 GB | Silver
iPhone 5s — 32 GB | Space Gray
iPad Pro (10.5-inch) — 256 GB | Space Gray
iPad Air 2 — 64 GB | Space Gray
iPad — 16 GB
iPod touch (3rd generation) — 32 GB
iPod touch — 8 GB
Apple Watch (1st generation) — 42 mm | Stainless Steel (Yes, there's games for watchOS)
#46
Posted 28 February 2018 - 12:12 PM
#47
Posted 28 February 2018 - 12:13 PM
Janichsan, on 28 February 2018 - 05:59 AM, said:
Yes there are betas etc. but the last point they note is the problem:
"Current Wine includes support for 64 bit Wine on Mac OS X; however, this has not been tested very much, and some applications may never work due to an ABI incompatibility between Win64 and OS X".
#48
Posted 01 March 2018 - 01:17 AM
Spike, on 28 February 2018 - 10:33 AM, said:
But the main point here is more that MoltenVK is not supporting the full set of Vulkan features, making it unuseable for many modern AAA games.
iMac 2011, quad 3,4Ghz i7, 1TB Samsung EVO 840, 8GB RAM, 2GB Radeon 6970m. + 2016 Macbook m3 + iPad 2 64GB + iPhone 4S 64GB + Girlfriend + Daughter
#49
Posted 21 January 2019 - 06:03 AM
Changes noted on their GitHub changelog;
- Support runtime config via runtime environment variables
- Add full ImageView swizzling to config, and disable it by default.
- Add GPU switching to config, and enable it by default.
- Add queue family specialization to config, and disable it by default.
- Enable synchronous queue submits as config default.
- Support 4 queue families.
- Pad fragment shader output to 4 components when needed.
- Add support for copying to and from PVRTC images.
- Log Vulkan versions in human readable form when reporting version error.
- Update VK_MVK_MOLTENVK_SPEC_VERSION to 16.
- Update copyright to 2019.
- Advertise the VK_AMD_gpu_shader_half_float extension.
- Support the VK_KHR_variable_pointers extension.
- MoltenVKShaderConverter tool exit with fail code on any file conversion fail.
- Update to latest dependency libraries for Vulkan SDK 1.1.97.
- Update to latest SPIRV-Cross version:
- MSL: Support SPV_KHR_variable_pointers.
- MSL: Workaround missing gradient2d() on macOS for typical cascaded shadow mapping.
- MSL: Fix mapping of identity-swizzled components.
- MSL: Support composites inside I/O blocks.
- MSL: Fix case where we pass arrays to functions by value.
- MSL: Add option to pad fragment outputs.
- MSL: Fix passing a sampled image to a function.
- MSL: Support std140 packing rules for float[] and float2[].
- MSL: Fix image load/store for short vectors.
- Performance improvements on iterating internal constructs.
- Update copyright to 2019.
- MSL: Support SPV_KHR_variable_pointers.
#50
Posted 21 January 2019 - 06:55 AM
Anyway, the more interesting question would be if the so far very limited feature set supported by MoltenVK has been in any way extended to match the Windows/Linux Vulkan desktop feature set. From this change log, it doesn't really look that way.
And another thing: "…so far the likes of Feral Interactive and Aspyr have been quiet on whether they plan to use MoltenVK to ease their porting burden." That is wrong, though. Feral has made very clear that they won't use MoltenVK, as they have an existing and well-working Metal development pipeline.
"We do what we must, because we can."
"Gaming on a Mac is like women on the internet." — "Highly common and totally awesome?"
#51
Posted 21 January 2019 - 10:52 PM
Janichsan, on 21 January 2019 - 06:55 AM, said:
Anyway, the more interesting question would be if the so far very limited feature set supported by MoltenVK has been in any way extended to match the Windows/Linux Vulkan desktop feature set. From this change log, it doesn't really look that way.
And another thing: "…so far the likes of Feral Interactive and Aspyr have been quiet on whether they plan to use MoltenVK to ease their porting burden." That is wrong, though. Feral has made very clear that they won't use MoltenVK, as they have an existing and well-working Metal development pipeline.
Regarding the "…so far the likes of Feral Interactive and Aspyr have been quiet on whether they plan to use MoltenVK to ease their porting burden."
It's simply the fantasies of what's mainly a Linux site... As you said, Feral have been very clear about it.
On another note.. MoltenVK still sucks (looks at ESO).
#52
Posted 17 February 2019 - 12:57 PM
At >4k (4096*something), it's ~25% faster than openGL
Vulkan/DX11 on Windows is ~55% faster than moltenVK at 1080p. Clearly, the translation layer comes at a CPU cost.
The openGL windows version appears bugged. Too bad, it would have been nice to compare to macOS openGL.